Your thumb is the power supply.
Tap the core to make charge. Spend the charge on towers. Then keep tapping, because the towers drink it — and every tap that pays for a gun is a tap that is not scoring you points. That is the whole game: working out, wave after wave, what you can afford to stop doing.
34 LEVELS, FOUR ACTS
Each one built around a single new idea, and each one asking you to survive it before moving on. The first teaches you to tap. The last assumes you remember everything since.
NINE TOWERS, AND NONE OF THEM ARE UPGRADES OF EACH OTHER
An Arc Node takes one target at a time. A Thermal Vent catches a whole pack at once. Some towers never fire at all — they sit among the others and make them faster, or cheaper to run. Where you put a tower matters more than how many you own.
DAEMONS THAT PAY THEIR WAY
Buy something that makes charge for you and your thumb gets a rest — or gets to score instead. Knowing when to stop tapping and start automating is half of it.
BOSSES THAT DO NOT DIE POLITELY
Ten hazards arrive on the backs of things built to break a line that was working. You will rebuild more than once.
CLIMB THE BOARDS
A leaderboard for every level, and one for your total across all of them. You see the top twenty and exactly where you stand — even if that is a long way down.
PLAY ANYWHERE
No connection needed. Underground, mid-flight, anywhere at all. Your scores catch up when you do.
NO ADS. NO PURCHASES. NO SIGN-UP.
Just the game.
A tower defense where your thumb is the power supply — and it is never enough.